Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim:
Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Rattled:
Innate
These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Flame Body:
Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Flash Fire:
Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Shadow Tag (DW, locked):
Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:

Sturdy:
Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rock Head:
Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Zubat [Echo] (M)
Nature: Jolly
Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus:
Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Infiltrator (DW, locked):
Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Elfman the Numel(Move your mouse to reveal the content)Elfman the Numel (open)Elfman the Numel (close)

Numel - Elfman (M)"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.

Nature: Sassy (+ SpD, - Spe, -10% evasion)

Type:Fire type: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Ground type: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Ability 2: Simple
Type: Innate
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier.

Ability 3: Own Tempo (DW)
Type: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Gajeel the Murkrow(Move your mouse to reveal the content)Gajeel the Murkrow (open)Gajeel the Murkrow (close)

Murkrow – Gajeel (M)
Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.

Nature: Mild (+1 SpA, -1 Def)

Type:Dark type: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Flying type: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Insomnia
Type: Innate
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Ability 2: Super Luck
Type: Innate
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Cana the Grimer(Move your mouse to reveal the content)Cana the Grimer (open)Cana the Grimer (close)

Grimer - Cana (F)
Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:Poison type: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Ability 1: Stench
Type: Innate
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Ability 2: Sticky Hold
Type: Innate
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.

Ability 3: Poison Touch (DW)
Type: Can be Disabled
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Juvia the Snorunt(Move your mouse to reveal the content)Juvia the Snorunt (open)Juvia the Snorunt (close)

Snorunt - Juvia (F)
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.

Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)

Type:Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Ability 1: Inner Focus
Type: Innate
When an opponent attempts to flinch Juvia, she stands firm and continues its attack by reminding herself of her love towards Gray.

Ability 2: Ice Body
Type: Innate
Juvia loves ice and hail, thriving in Icy conditions and able to absorb energy from Hailstones to recover two (2) HP/action in Hail.

Ability 3: Moody (DW)
Type: Innate
Juvia's unreciprocated love causes her feelings to always fluctuate, and its greatly influencing her capabilities from one round to the next. In addition to her general nature, Juvia displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Hmph, using my own name against me even when it wasn't true, will you? Well, then. Let's soften them up and slow them down. But not before using the oldest trick in the book - Protect. @ Super Luck"Let's do this." @ Stench"Yep, hic."

Soo... Turns out I may be without a computer for longer than I expected. As much as I hate to do this, either wait until Saturday or find a subref. I might be able to get to this Friday, but things are not looking so great for me right now.

Would there be any differences in the arena compared to Round 1? This is the Reff's Mind, after all. Placeholder for actions here.

EDIT: No STABs? Pish posh. I should've Disabled Body Slam instead. Time to set things up, though we do seem to be in a disadvantage with Gajeel this injured. @ Super Luck"Not a problem. We can take them on just fine." @ Stench"I imagine that they would be less than happy on the other side."

Uhm, actually with the 2nd Speed drop from A1'a Icy Wind, Aron would have 26/(2*1.75) = 7 Speed, and Zubat 64/(2*1.75) = 18 Speed. Which means Grimer's Thunderbolt A2 would NOT hit Zubat since Zubat is slower by then, and is still in the evasion phase of Fly. In other words, Grimer uses Flamethrower against Zubat A3 instead, knocking it out finally and leaving Aron untouched.

Since Gajeel was out first, I replace him with Elfman. Someoneelse can order first after this. @ Oblivious"Come on out, mon."

Magikarp: Rock Slide > Body Slam (Grimer) > Rock Slide
If neither of ZhengTann's Pokemon has a Substitute up nor is using Protect AND Aron is using Bounce AND Earthquake is not Disabled, use Earthquake + Earthquake and push actions back.

Alright, let's get crackin' on some rather elaborate tactics that will only work when you order second. Elfman, use Cana's deck to fire off shocks that'll weaken Skulkraken-Magikarp to the point where he'll be a piece to manage in the next round. Grabbing a dodge boost would be handy, too - since we still have an opponent in store. Don't worry about the Bubble A3 - it'll only be doing pittance.

Meanwhile, Cana, you have to buy all of us enough time to be able to survive until after the next round. Use Elfman's defensive Beast Soul to protect yourself, but remember to take a break in between (don't want you to get too exhausted). And with TT-Aron safely on the ground, Skulkraken-Magikarps's supposedly unstoppable combo will be his end. @ Oblivious"Heh, trading blows is what a mon does best." @ Stench"Just don't mess too much with my cards, *hic* okay?"

I want to End this
All attacks will hit regardless of P/E moves or Substitute. Subs and Clones WILL remain intact though.
Combo attacks are outlawed.
All pokemon regain their own moves.
At a cost of 50% more energy,you can gaurentee Crits that action.​

Okay, given how convoluted that Substitution is, I should've get word on its legality before I take it on. There are a lot of small nitpicks (I'm a bit obsessed, sorry) mainly about Rock Slide dealing a neutral 6 damage to my Numel (Fire/Ground), Bubble having 4 BAP instead of 3, and Bounce hitting the Protect due to my Grimer being -Speed. All in all, this translates to my Numel having 72 HP, and my Grimer having 55 HP, 38 EN. Don't forget Grimer being at -1 Speed, by the way.

Also, I'd like to have a question for clarification - I'm assuming your first rule (All attacks hit regardless of P/E) means damaging evasive moves (Bounce) will not be invulnerable during evasive phase, while even Minimize's +1 Evasion won't work, right? Thanks!

Okay, given how convoluted that Substitution is, I should've get word on its legality before I take it on. There are a lot of small nitpicks (I'm a bit obsessed, sorry) mainly about Rock Slide dealing a neutral 6 damage to my Numel (Fire/Ground), Bubble having 4 BAP instead of 3, and Bounce hitting the Protect due to my Grimer being -Speed. All in all, this translates to my Numel having 72 HP, and my Grimer having 55 HP, 38 EN. Don't forget Grimer being at -1 Speed, by the way.

Also, I'd like to have a question for clarification - I'm assuming your first rule (All attacks hit regardless of P/E) means damaging evasive moves (Bounce) will not be invulnerable during evasive phase, while even Minimize's +1 Evasion won't work, right? Thanks!

Click to expand...

Okay, let me get this all down so it looks neater for me when I edit:

Yes, I made that mistake with Numule's typing. I kept thinking "Numule is Ground.....not Ground/Fire." I'll fix that.

Bubble hit both mons. As it is a Spread attack, it's BAP is multiplied by 0.75. 4 * .75 = 3.

I'll doublecheck the Bounch acc. It wouldn't suprise me that I was mistaken.

As for the first rule. Correct. I have given everyone No Guard free. Sorry to say that, but I know that we all want to finish this ASAP :p

Magikarp is 10% Paralysed pre-round. I'd go ahead and assumed no full paralysis on the koi, but both Magikarp and Grimer should have 5% Paralysis by post-round. Also, Grimer's Mud Slap A2 would've KO'ed Aron outright, meaning Numel's Earth Power A3 hits Magikarp for 13.5 HP, which in turn means Magikarp's Reversal A3 did 8 damage to Numel. So with all the RNG rolls in order, I think this should be the post-round calcs.

I'd need extra clarification because my tactics will be depending on it. Please and thank you!
EDIT: No thanks, Zam. Also orders are in.

I have got to get rid of my paranoia. Battle thrills and jitters may be good, but I shouldn't be controlled by them. Thank you, Cana and Elfman. @ Oblivious"Don't worry mon, we always got your back." @ Stench"Yeah. Besides, Juvia will win. Just trust us on this."